> which tasked the company with working on updates for "America's Army," the 2002 first-person shooter
30 seconds
Ahhh so they're the ones who made that game less realistic and more modern shooter-y. Which I have no doubt is exactly what they were asked to do, because the original AA game was slow and a lot of people hated it compared to ut or cs1.6
Shame though, it was the only game that kinda had that level of realism, with "rifle from prone while waiting can hit you at 400+ yards, but if you're running around you struggle making hits under 100 yards" that encouraged very methodical play with teamwork and spotting.
> Shame though, it was the only game that kinda had that level of realism, with "rifle from prone while waiting can hit you at 400+ yards, but if you're running around you struggle making hits under 100 yards" that encouraged very methodical play with teamwork and spotting.
The original Ghost Recon came out the year before, and the Delta Force series was already well underway. I recall enduring the interminable mandatory training of America's Army, just to discover that it was a flashier, gamey-er version of games I was already playing.
In fairness, I think you can definitely see AA's impact on the design of e.g. Ghost Recon: Advanced Warfighter on the PC, but hilariously (and true to form) when ArmA came out in 2006, its clear they took not one cue about how to build a playable game.
I purchased that as a kid, in a souvenir shop, on our way out of Cape Canaveral. We were there specifically to see the Space Shuttle slow-crawl to it's launchpad destination. I never got to see a shuttle take off first hand.
That book, though, began a life-long love of space and all things unexplainable.
I love space, science, and the unknown. That love all comes down to a childhood fascination with the Space Shuttle program, and Ben Bova opening my childish mind to the idea of life on the moon, and how different everything would be.
Thank you Ben Bova. And thank you NASA for daring to dream big. You've both made a lifelong friend.
> which tasked the company with working on updates for "America's Army," the 2002 first-person shooter
30 seconds
Ahhh so they're the ones who made that game less realistic and more modern shooter-y. Which I have no doubt is exactly what they were asked to do, because the original AA game was slow and a lot of people hated it compared to ut or cs1.6
Shame though, it was the only game that kinda had that level of realism, with "rifle from prone while waiting can hit you at 400+ yards, but if you're running around you struggle making hits under 100 yards" that encouraged very methodical play with teamwork and spotting.
> Shame though, it was the only game that kinda had that level of realism, with "rifle from prone while waiting can hit you at 400+ yards, but if you're running around you struggle making hits under 100 yards" that encouraged very methodical play with teamwork and spotting.
The original Ghost Recon came out the year before, and the Delta Force series was already well underway. I recall enduring the interminable mandatory training of America's Army, just to discover that it was a flashier, gamey-er version of games I was already playing.
In fairness, I think you can definitely see AA's impact on the design of e.g. Ghost Recon: Advanced Warfighter on the PC, but hilariously (and true to form) when ArmA came out in 2006, its clear they took not one cue about how to build a playable game.
I still remember sitting through a legitimate field medic first aid course before unlocking the medic class. That game was something else!
Doesn't the ARMA series at least support that level of realism?
Could snipe people at 2km+ in arma 2.
Wow, I can see how many people would find this to be a very boring game but it looks amazing to me. Sad that I missed its golden age.
aeiou aeiou
brbrbrbrbrbrbrbrbrbrbrbrbrbrbrbr
-- https://www.youtube.com/watch?v=Hv6RbEOlqRo
That was what it was like
In case anyone wants to play around with DECtalk without downloading the game, there's https://webspeak.terminal.ink/
Ben Bova wrote a book: "Welcome to Moonbase."
I purchased that as a kid, in a souvenir shop, on our way out of Cape Canaveral. We were there specifically to see the Space Shuttle slow-crawl to it's launchpad destination. I never got to see a shuttle take off first hand.
That book, though, began a life-long love of space and all things unexplainable.
I love space, science, and the unknown. That love all comes down to a childhood fascination with the Space Shuttle program, and Ben Bova opening my childish mind to the idea of life on the moon, and how different everything would be.
Thank you Ben Bova. And thank you NASA for daring to dream big. You've both made a lifelong friend.
huehuehuehuehuehue john madden john madden
I'm not sure why but that is one of the funniest things I've ever seen on the internet.
Here is my favorite one: https://youtu.be/aFbuSShYKpc
Another one is the Microsoft Sam (& co) speech synthesis, it can also produce funny results, like someone making copter sounds with it:
https://www.youtube.com/watch?v=S_vNhLYW_e4
Obligatory John Madden song clip showing off the speech to text engine: https://youtu.be/ovcTKHupdxo?si=Qh_nsYmkGtwcxrMR
John Madden? John Madden!
Bad TTS is like an inverse uncanny valley where it's so inhuman it's charming.
somewhere, deep in my soul, I heard:
"JohnMaddenJohnMaddenJohnMaddenJohnMaddenJohnMaddenJohnMaddenJohnMaddenJohnMadden"
"uuuuuUuuuuUuuuuuuUuuuuuuUuu"
Moonbase Alpha was the location where the TV show “Space: 1999” was set.
First episode saw the moon permanently leave Earth orbit.
aeiou
Spent years playing this game. It is the closest thing I've seen to real time chess. Also excellent soundtrack that sets the mood.
EDIT: whoops I thought this was moonbase commander, another NASA sponsored game from another time.
> real time chess
That would describe Crypt of the NecroDancer.
here comes another chinese earthquake ebrrrbrbrrbrrbr
Bah, thought this was related to the classic UK TV series Space:1999.